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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-12T22:13:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Rose_gold&amp;diff=193550</id>
		<title>v0.34:Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Rose_gold&amp;diff=193550"/>
		<updated>2013-10-21T23:11:06Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Rose Gold|color=5:5:1|color1=6:6:1|color2=6:4:0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[gold]] [[bar]]s&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Rose gold''' is an [[alloy]] of [[gold]] and [[copper]], made at a [[smelter]].  It is made by combining three gold [[bar]]s with one copper bar, which results in four rose gold bars. The value of this is a little subjective, as the total material worth of the produced metal is the same as that of the ingredients (3*30 and 1*2 -&amp;gt; 4*23).  However, on screen it is a lovely purple color.&lt;br /&gt;
&lt;br /&gt;
Disregarding [[fuel]], you lose the possible utility of the copper bar to get purple-coloured furniture and crafts (for buildings and constructions, [[bismuth]] will produce the same color). If you have no magma access then the transition will cost you fuel as well, so it's really a question of how important it is that you get purple [[metal]].&lt;br /&gt;
&lt;br /&gt;
One quirk of Rose gold is that is is the same density as gold, despite using a much lighter copper bar in it's creation.  If you're in need of a lot of especially heavy items for your [[stupid dwarf trick]], this bears consideration.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Lay_pewter&amp;diff=193549</id>
		<title>v0.34:Lay pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Lay_pewter&amp;diff=193549"/>
		<updated>2013-10-21T22:59:54Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Lay pewter|color=3:7:0|color1=7:3:0|color2=6:4:0|color3=0:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Crafts|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Tin]] [[bar]]s&lt;br /&gt;
* 1 [[Copper]] [[bar]]&lt;br /&gt;
* 1 [[Lead]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Lay pewter''' is an [[alloy]] that cannot be smelted directly from [[ore]]; it can only be created from [[bar]]s of metal, at a [[smelter]], using the following recipe:&lt;br /&gt;
&lt;br /&gt;
*2 [[Tin]] [[bar]]s + 1 [[Copper]] bar + 1 [[Lead]] bar&lt;br /&gt;
&lt;br /&gt;
Lay pewter has a base value of 3, which would make it preferable over its ingredient metals for creating objects of [[value]], since all of its ingredients have a value of only 2.  However, with the same ingredients (in a different formula) you get more value from making [[trifle pewter]] and using lead as-is (separately). &lt;br /&gt;
&lt;br /&gt;
Lay pewter is notable for producing bars, furniture and crafts that appear in-game as teal-colored, a color shared only by clear glass and spore tree wood.&lt;br /&gt;
&lt;br /&gt;
Technically ''(i.e. &amp;quot;in real life&amp;quot;)'', lay pewter is trifle pewter that has been cut with [[lead]]; it is less valuable, but you get more of it. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeping_industry&amp;diff=193524</id>
		<title>v0.34:Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeping_industry&amp;diff=193524"/>
		<updated>2013-10-20T14:07:18Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: /* Basic setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|18:20, 8 July 2013 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Beekeeping Industry Flowchart.png|right|400px]]&lt;br /&gt;
The '''beekeeping industry''' is an agricultural process that allows a fortress to produce auxiliary food ([[honey]], [[royal jelly]]), drink ([[mead]]), and craftable materials ([[wax]]) by farming [[honey bee]]s.&lt;br /&gt;
&lt;br /&gt;
== Basic setup ==&lt;br /&gt;
Before you can have a beekeeping industry you must logically have bees. There are two types of bees in the game: [[honey bee]]s, which (true to their name) can be used for beekeeping, and [[bumblebee]]s, which cannot currently be so applied (this may or [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3990#c15308 may not] change in the future). Honey bee colonies appear in any non-[[Freezing#Climate|freezing]] [[biome]] in some number, but are not necessarily guaranteed to appear in your fortress [[surroundings]] if you [[embark]] on such a biome, especially if a large part of your embark site is incompatible.&lt;br /&gt;
&lt;br /&gt;
Honey bee colonies are one of a number of &amp;quot;colony&amp;quot; type tile features, and so it is possible that all of your &amp;quot;slots&amp;quot; are occupied by other, more boring things. If you do not have any honey bee colonies on your screen, then you (obviously) cannot have a beekeeping industry, at least not until a honey bee colony spawns. If you ''really'' want beekeeping you can build [[bridge]]s over existing colonies to &amp;quot;free up&amp;quot; space for honey bee ones (whether or not this is worth the effort is a different story).&lt;br /&gt;
&lt;br /&gt;
Once you are sure you have a colony of bees, the next step is to create an artificial [[hive]], either from [[stone]] at a [[craftsdwarf's workshop]], from [[ceramic]]s at a [[kiln]], from [[glass]] at a [[glass furnace]], or from [[metal]] at a [[metalsmith's forge]]. Hives are [[tool]]s stored in the [[finished goods]] [[stockpile]], and can be {{k|b}}uilt by a [[beekeeper]] using the {{k|Alt}}+{{k|h}} [[hotkeys|hotkey]]. In order to house bees, a hive must be constructed on or adjacent to a [[tile]] that is [[Tile attributes|above ground]].&lt;br /&gt;
&lt;br /&gt;
Once a hive is installed, it is automatically toggled to &amp;quot;install colony when ready&amp;quot;, which will generate an &amp;quot;Install Colony in Hive&amp;quot; job onto the [[manager|job list]], unless the player specifies otherwise (with {{K|q}}-{{K|c}}). Hives can have colonies installed into them from preexisting wild colonies or from hives that are ready to split (more on that later); the beekeeper will walk to the location of the colony, pick it up and bring it to the built hive. How exactly the beekeepers carry thousands of bees to a hive with their bare hands, that's a mystery for the ages. If there are no wild honey bee colonies on your map, no colony can be installed and nothing can be done about it for the moment. It may be beneficial to build a single hive and then see if your beekeeper can find a colony to fill it with rather than go looking for it beforehand if you're unsure whether or not you have any honey bees on your map. You may need to wait a while until you're sure the beekeeper actually doesn't have a colony available and isn't just busy doing other stuff; if there is no available colony, the &amp;quot;install colony in hive&amp;quot; job will not cancel but rather stay &amp;quot;inactive&amp;quot; indefinitely.&lt;br /&gt;
&lt;br /&gt;
== Hive management ==&lt;br /&gt;
Once there is a colony (of 10 000 to 20 000 bees) in your hive, you have two options:&lt;br /&gt;
* You may toggle the hive (using {{K|q}}-{{K|g}}) so that the product is not automatically gathered. This will prevent your dwarves from collecting the products but at the same time preserves the colony, which will keep growing, so that new colonies can be split off it regularly and placed in additional hives. Assuming you have spare hives built and available, this is the option you set your hives to in order to grow them.&lt;br /&gt;
* Or you can choose to have the hive harvested, causing a beekeeper to approach the hive about nine months later to transfer the [[royal jelly]] into an empty [[jug]] and to make the [[honeycomb]] available, so that it can be moved to storage. This is the production option; the hives will produce things for you at a steady rate, but the harvesting destroys the colony in the hive; it can then be repopulated by a colony ready for splitting. &lt;br /&gt;
&lt;br /&gt;
Note: The colony in a hive set to &amp;quot;collect products&amp;quot; will still grow, but splitting off a new colony only becomes possible shortly before the hive is ripe for harvesting, and harvesting will always destroy the entire colony, whether it is ready to split or not. Consequently, dwarves will sometimes replenish hives from colonies set to &amp;quot;collect&amp;quot;, but not reliably. To sustain a beekeeping industry without tedious micro-management, a healthy number of &amp;quot;breeding&amp;quot; hives are needed which are not allowed for collection.&lt;br /&gt;
&lt;br /&gt;
Beekeeping as an industry is currently extremely buggy, involves a lot of micromanagement on the supply side, and doesn't produce as many products as it really should to be worthwhile. Most annoyingly, there is a bug where multiple empty hives will generate conflicting jobs targetting the same colony which reliably get beekeepers stuck {{bug|3981}}. Consequently, a beekeeping industry must be grown quite slowly and measures must be taken to reduce the number of hives which are empty at the same time, like limiting the number of dwarves who may perform the beekeeping labour. Additionally, there is no way to tell beekeepers to prioritize fortress hives over wild ones for colony installation - they will often wander far out into the map without even the [[ambusher]]'s [[crossbow]]s for self-protection. For these reasons the industry is typically seen as a novelty, at least until the kinks are ironed out.&lt;br /&gt;
&lt;br /&gt;
===Examining hives===&lt;br /&gt;
Interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive (install colony or don't, gather products or save for split).&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}}.&lt;br /&gt;
&lt;br /&gt;
If interacting with the hive shows {{DFtext|Not ready to be split|7:0}} then it might mean it has a colony too small to be split, or that it has no colony at all.  To see if a hive has a colony, uses &amp;quot;view items in buildings&amp;quot; ({{K|t}}), which will show an item [[stack]] of thousands of bees if there's a colony.  {{K|t}} will also show if the hive has a honey comb or lump of royal jelly.&lt;br /&gt;
&lt;br /&gt;
===Artificial hive limits===&lt;br /&gt;
If your fortress has 41 or more inhabited artificial hives, but less than 60, then interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Too many hives|6:1}}&lt;br /&gt;
{{Gametext|* Output restricted|6:0}}&lt;br /&gt;
&lt;br /&gt;
Presumably this means that existing artificial hives grow more slowly. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Having more than 41 or more than 60 inhabited artificial hives does not appear to prevent new wild hives from appearing, and these can still be transferred to empty artificial hives.&lt;br /&gt;
&lt;br /&gt;
If you fortress has 60 or more inhabited artificial hives, then interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Too many hives|4:1}}&lt;br /&gt;
{{Gametext|* No output|4:1}}&lt;br /&gt;
&lt;br /&gt;
Presumably this means that existing artificial hives no longer grow, or that grown hives can't be split.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Harvesting a hive produces two items, one of which is a lump of [[royal jelly]], which must be collected in an empty [[jug]], an item used only by the beekeeping industry and in the production of [[quarry bush|rock nut oil]]. Royal jelly is a liquid [[food]] item, and so can only be used in [[cook]]ing [[prepared meal]]s, and only if another, solid food item is included in the meal. Every harvest will result in a single jug filled with jelly. The other item produced by a harvest job is the [[honeycomb]], which is a little more complicated to process: it is considered a [[wax]] [[tool]] and doesn't have any direct application, but when [[presser|pressed]] at a [[screw press]] produces two products, one jug filled with [[honey]] and a [[wax]] press cake, both of which are handled as food items for storage. &lt;br /&gt;
&lt;br /&gt;
Harvesting a hive requires a jug (ae. you cannot harvest the honeycomb alone), as does pressing the honeycomb; carrying the products to their destination [[stockpile]] or production point is considered an [[item hauling]] job unrelated with the beekeeping labor, so after being harvested by a beekeeper they will be left at the foot of the hive until someone comes by to haul them off, unless the beekeeper has item hauling enabled themselves (in which case they'll send it to nearest applicable stockpiles). The same is true of honeycomb pressing.&lt;br /&gt;
&lt;br /&gt;
[[Honey]] can be cooked into a meal or brought to a [[still]] and processed with a [[barrel]] or [[large pot]] into mead, the only non plant-based alcoholic drink in the game. [[Wax]], meanwhile, can be processed into various wax [[craft]]s by a [[wax worker]] at a [[craftsdwarf's workshop]]. Wax crafts are not particularly valuable - they have a [[material value]] of one, the same as [[wood]] and non-[[flux]] [[stone]] - but they're something.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves have a hard time splitting hives. They also have a hard time keeping track of wild colonies of bees that die out.{{bug|3981}}&amp;lt;br/&amp;gt;Having the beekeeping labor enabled on only one dwarf at a time may alleviate these problems. The problem is caused by multiple empty hives targetting the same colony for installing. The most effective troubleshooting method is to look up the job of a 'stuck' beekeeper in the job list, then zooming to the building - the hive which issued the job. Toggling the 'c' option (install colony) off, letting the game run for a few seconds and then switching the option back on will usually clear the faulty job and issue a new 'install colony in hive' job with a legal target colony. Removing and rebuilding empty hives usually fixes beekeepers stuck trying to install colonies, but is much more time-consuming than simply toggling the install option.&lt;br /&gt;
* Filled [[Jug]]s may be stored in [[bin]]s as [[finished goods]], preventing the use of their contents in the food industry.{{bug|4229}}&lt;br /&gt;
* Stacks of [[honey bee]]s in their hives can be [[wear|mangled]] by [[fire|forest fires]], but will still live, resulting in some odd descriptions.{{bug|4101}}&lt;br /&gt;
* [[Screw press]]es may not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface will get the work started. This seems to be related to their distance from applicable materials.{{bug|434}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bull_shark&amp;diff=193512</id>
		<title>v0.34:Bull shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bull_shark&amp;diff=193512"/>
		<updated>2013-10-19T12:10:50Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:47, 14 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=8&lt;br /&gt;
|meat=9&lt;br /&gt;
|intestine=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''Bull shark''' is one of many shark species implemented in Dwarf Fortress. They are pretty big (2.5 times the size of a dwarf) and produce a fairly large amount of food when [[Meat industry|butchered]]. Like all sharks, they don't produce [[bones]].&lt;br /&gt;
&lt;br /&gt;
With a fairly high pet value of 500, they may be worth more to you alive than dead. Taking the time to place [[trap|cage traps]] in the ocean may qualify as a [[stupid dwarf trick]], but think of how ''cool'' it will be to have a shark infested moat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bull_shark&amp;diff=193511</id>
		<title>v0.34:Bull shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bull_shark&amp;diff=193511"/>
		<updated>2013-10-19T12:09:33Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: Kilos aren't an in game measurement. Use relative size instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:47, 14 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=8&lt;br /&gt;
|meat=9&lt;br /&gt;
|intestine=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''Bull shark''' is one of many shark species implemented in Dwarf Fortress. They are pretty big (three times the size of a dwarf) and produce a fairly large amount of food when [[Meat industry|butchered]]. Like all sharks, they don't produce [[bones]].&lt;br /&gt;
&lt;br /&gt;
With a fairly high pet value of 500, they may be worth more to you alive than dead. Taking the time to place [[trap|cage traps]] in the ocean may qualify as a [[stupid dwarf trick]], but think of how ''cool'' it will be to have a shark infested moat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=182377</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=182377"/>
		<updated>2013-03-08T20:49:18Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: /* Limiting/preventing immigration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  Max wave size reported to date is 77.&amp;lt;sup&amp;gt;[http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing-- if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as [[utilities|Dwarf Therapist]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into data/[[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and if you have less than 4 dwarves POPULATION_CAP is ignored {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
To reiterate, '''the population cap is not a hard limit on the number of dwarves in your fortress''';  It is a soft cap on immigration that only is checked when a liaison successfully reports back to your home civ.  If a player is as little as 1 dwarf under their population cap when the liaison leaves, they will be eligible for a full year of normal immigration.  As such, it is recommended that players set their population cap at 20-30 dwarves below the number of dwarves they actually want in their fort.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all.{{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during unhappy stark raving mad times they can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants, and caravans or even a Monarch), and then wander around randomly, unable to be assigned labors. {{Bug|5098}} [[Utility:DFHack|DFHack]] includes a command &amp;quot;tweak fixmigrant&amp;quot; as a workaround for this bug.&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=182376</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=182376"/>
		<updated>2013-03-08T20:48:36Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: /* Limiting/preventing immigration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  Max wave size reported to date is 77.&amp;lt;sup&amp;gt;[http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing-- if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as [[utilities|Dwarf Therapist]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into data/[[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and if you have less than 4 dwarves POPULATION_CAP is ignored {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
To reiterate, '''the population cap is not a hard limit on the number of dwarves in your fortress'''.  It is a soft cap on immigration that only is checked when a liaison successfully reports back to your home civ.  If a player is as little as 1 dwarf under their population cap when the liaison leaves, they will be eligible for a full year of normal immigration.  As such, it is recommended that players set their population cap at 20-30 dwarves below the number of dwarves they actually want in their fort.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all.{{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during unhappy stark raving mad times they can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants, and caravans or even a Monarch), and then wander around randomly, unable to be assigned labors. {{Bug|5098}} [[Utility:DFHack|DFHack]] includes a command &amp;quot;tweak fixmigrant&amp;quot; as a workaround for this bug.&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Demand&amp;diff=180697</id>
		<title>v0.34:Demand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Demand&amp;diff=180697"/>
		<updated>2013-01-30T22:15:17Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:08, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''demand''' is a [[noble]]'s request that your [[dwarf|dwarves]] build a specific item of [[furniture]] in one of their [[room]]s. Most nobles can make demands, and the number they make varies based on how important they are - see [[noble#Needs|here]] for more details.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a demand, you will have about half a year to fulfill it.  Demands are always for furniture, and can be for either [[furniture]] of a certain type, like a [[table]], or [[furniture]] of a certain material, like [[copper]] items.  Sometimes they specify both, for example &amp;quot;green glass window in dining room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Demands are announced at the bottom of the screen, but if you miss the message, you can see if a noble is demanding anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[DEMAND]' next to a noble's name is gray, he is making no demands.  If white, his current demands have been fulfilled or surpassed. If brown (or yellow when highlighted) the noble has stated their demand and has given you time to complete it. If red, the demanded is expected to have been completed already.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the demand gives the noble a happy [[thought]]. If a demand goes without being fulfilled, the noble will be &amp;quot;angered at the state of demands&amp;quot; and receive an unhappy thought, but no dwarves will be punished. Eventually, an [[announcement]] will be made that the noble has simply &amp;quot;forgotten&amp;quot; the demand.&lt;br /&gt;
&lt;br /&gt;
Demands should not be confused with [[mandate]]s.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Nobles occasionally demand items that cannot be produced. (demanding a steel bed for example){{Bug|944}}  At the moment, the only solutions are to hope that one of your dwarves has produced what they want in a strange mood, or (more likely) just deal with the negative thought your noble will receive.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Demand&amp;diff=180696</id>
		<title>v0.34:Demand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Demand&amp;diff=180696"/>
		<updated>2013-01-30T22:14:13Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:08, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''demand''' is a [[noble]]'s request that your [[dwarf|dwarves]] build a specific item of [[furniture]] in one of their [[room]]s. Most nobles can make demands, and the number they make varies based on how important they are - see [[noble#Needs|here]] for more details.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a demand, you will have about half a year to fulfill it.  Demands are always for furniture, and can be for either [[furniture]] of a certain type, like a [[table]], or [[furniture]] of a certain material, like [[copper]] items.  Sometimes they specify both, for example &amp;quot;green glass window in dining room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Demands are announced at the bottom of the screen, but if you miss the message, you can see if a noble is demanding anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[DEMAND]' next to a noble's name is gray, he is making no demands.  If white, his current demands have been fulfilled or surpassed. If brown (or yellow when highlighted) the noble has stated their demand and has given you time to complete it. If red, the demanded is expected to have been completed already.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the demand gives the noble a happy [[thought]]. If a demand goes without being fulfilled, the noble will be &amp;quot;angered at the state of demands&amp;quot; and receive an unhappy thought, but no dwarves will be punished. Eventually, an [[announcement]] will be made that the noble has simply &amp;quot;forgotten&amp;quot; the demand.&lt;br /&gt;
&lt;br /&gt;
Demands should not be confused with [[mandate]]s.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Nobles occasionally demand items that cannot be produced. (demanding a steel bed for example){{Bug|944}}  At the moment, the only solution is just to hope that one of your dwarves has produced what they want in a strange mood, or (more likely) just deal with the negative thought your noble will receive.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=180681</id>
		<title>v0.34 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=180681"/>
		<updated>2013-01-29T21:41:49Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: Was mistaken.  Apparently both the goblin and human civs both have a goblin lawbringer with an almost identical name. &amp;gt;_&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does embarking around a forest retreat make the elven diplomat appear? When embarking with a forest retreat nearby, it shows up in the neighbour list. --[[User:Katie|Katie]] 17:08, 24 June 2012 (UTC)&lt;br /&gt;
:Elven diplomats '''do not exist''' in versions 0.31.01 and later - if you want one to show up, you must mod it into the raws yourself prior to worldgen (or use the DFHack &amp;quot;fixdiplomats&amp;quot; command, which inserts the proper data structures into an existing world). --[[User:Quietust|Quietust]] 17:25, 24 June 2012 (UTC) &lt;br /&gt;
::I've had diplomats from the elves in the 31. versions. Not very often, but atleast two or three times. Which made me think there might be some special condition. --[[User:Katie|Katie]] 15:37, 27 June 2012 (UTC)&lt;br /&gt;
:::They showed up through version 0.31.12 due to a '''bug''' which caused them to be mistaken for outpost liaisons; once that was fixed, they went away. --[[User:Quietust|Quietust]] 14:45, 18 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Inside voices not mandatory ==&lt;br /&gt;
&lt;br /&gt;
Diplomats are capable of talking to their targets through walls. They must still be within a 2-tile radius of their conversation partner, however.&lt;br /&gt;
&lt;br /&gt;
== Goblin Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I've actually had a Gobiln Diplomat attend my fortress.  He was a &amp;quot;vampire goblin law-giver&amp;quot;.  It was similar to a human diplomat.  Pleasantries were exchanged, peace was not offered.  I haven't seen this mentioned anywhere else. [[Special:Contributions/99.255.28.216|99.255.28.216]] 11:27, 18 December 2012 (UTC)&lt;br /&gt;
:He ''was'' a Human diplomat, in the sense of being the diplomat from a Human civilization. Being a goblin vampire is just a variant of the &amp;quot;demon impersonating a deity&amp;quot; case. --[[User:Quietust|Quietust]] 14:45, 18 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=180680</id>
		<title>v0.34 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=180680"/>
		<updated>2013-01-29T21:36:31Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: /* Goblin Diplomat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does embarking around a forest retreat make the elven diplomat appear? When embarking with a forest retreat nearby, it shows up in the neighbour list. --[[User:Katie|Katie]] 17:08, 24 June 2012 (UTC)&lt;br /&gt;
:Elven diplomats '''do not exist''' in versions 0.31.01 and later - if you want one to show up, you must mod it into the raws yourself prior to worldgen (or use the DFHack &amp;quot;fixdiplomats&amp;quot; command, which inserts the proper data structures into an existing world). --[[User:Quietust|Quietust]] 17:25, 24 June 2012 (UTC) &lt;br /&gt;
::I've had diplomats from the elves in the 31. versions. Not very often, but atleast two or three times. Which made me think there might be some special condition. --[[User:Katie|Katie]] 15:37, 27 June 2012 (UTC)&lt;br /&gt;
:::They showed up through version 0.31.12 due to a '''bug''' which caused them to be mistaken for outpost liaisons; once that was fixed, they went away. --[[User:Quietust|Quietust]] 14:45, 18 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Inside voices not mandatory ==&lt;br /&gt;
&lt;br /&gt;
Diplomats are capable of talking to their targets through walls. They must still be within a 2-tile radius of their conversation partner, however.&lt;br /&gt;
&lt;br /&gt;
== Goblin Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I've actually had a Gobiln Diplomat attend my fortress.  He was a &amp;quot;vampire goblin law-giver&amp;quot;.  It was similar to a human diplomat.  Pleasantries were exchanged, peace was not offered.  I haven't seen this mentioned anywhere else. [[Special:Contributions/99.255.28.216|99.255.28.216]] 11:27, 18 December 2012 (UTC)&lt;br /&gt;
:He ''was'' a Human diplomat, in the sense of being the diplomat from a Human civilization. Being a goblin vampire is just a variant of the &amp;quot;demon impersonating a deity&amp;quot; case. --[[User:Quietust|Quietust]] 14:45, 18 December 2012 (UTC)&lt;br /&gt;
::Not necessarily true, Quietust.  I just received a goblin diplomat who is the lawgiver of the goblin civilization that's nearby me. (I looked him up on the civ menu just to make sure) If the goblins near you decide to turn peaceful, they will send a diplomat the same as other nations.  Gonna add this to the wiki.--[[User:LackofCertainty|LackofCertainty]] 21:36, 29 January 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Rattlesnake&amp;diff=180629</id>
		<title>v0.34:Rattlesnake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Rattlesnake&amp;diff=180629"/>
		<updated>2013-01-26T03:23:20Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
This creature can be quite dangerous to a dwarf. It can easily kill a child. It is usually wary of dwarves and keeps its distance. A hunting animal will dispatch it easily.&lt;br /&gt;
&lt;br /&gt;
Rattlesnakes do not reproduce, so sadly a player will need to edit the raws if they intend to breed their own rattlesnakes.  While their uses are pretty limited, the idea of disposing of goblin prisoners via rattlesnake pits does sound quite tempting. (if only to watch them slowly succumb to poison)&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pet&amp;diff=180534</id>
		<title>v0.34 Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pet&amp;diff=180534"/>
		<updated>2013-01-22T18:39:18Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first part of the article says: &amp;quot;...being fed by their owners if they are grazers...&amp;quot;, but there is also the statement: &amp;quot;...and the fact that owners will not specifically feed their pets...&amp;quot;. Does the owner of a grazing pet feed it, or does it have to be pastured?&lt;br /&gt;
: If a pet becomes hungry then a job is definitely generated for their owner to feed them. This job is only assigned to the pet's owner, not to any idle dwarf. I assume that the job is only generated once the pet is hungry (similar to &amp;quot;give water&amp;quot; jobs being generated when dwarves are thirsty) but am not confident enough on the details to edit the article. [[User:Pushy|Pushy]] 12:20, 8 November 2012 (UTC)&lt;br /&gt;
:: I have a fortress that has had no pasture for going on a year now.  My dwarves have several grazer pets (a couple rabbits and a billy goat) who all seem perfectly fine without being pastured.  In the same timeframe, my other grazers have all starved. Clearly, the owners take care of their pets.  --[[User:LackofCertainty|LackofCertainty]] 18:39, 22 January 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wrestling&amp;diff=168463</id>
		<title>v0.34:Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wrestling&amp;diff=168463"/>
		<updated>2012-03-22T23:25:43Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:36, 18 April 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The '''Wrestler''' skill pertains to incapacitating enemies by grabbing ahold of limbs and other body parts. This is distinct from [[Striker]], [[Kicker]], and [[Biter]] which are separate skills that pertain to punching, scratching, kicking, and biting attacks respectively. Note that the skill for [[Thrower]] is used for throwing miscellaneous objects at creatures, not throwing the opponents themselves.&lt;br /&gt;
&lt;br /&gt;
While striking and kicking are basic one-shot attacks like weapon attacks, biting can be used in conjunction with wrestling even though it uses a different skill to determine if the bite &amp;quot;hits&amp;quot; (see [[#Biting and Ripping Off Body Parts|Biting and Ripping Off Body Parts]] below).&lt;br /&gt;
&lt;br /&gt;
Wrestling maneuvers include:&lt;br /&gt;
*'''Take-down''' maneuvers that render an opponent prone&lt;br /&gt;
*'''Throws''' (as in throwing a creature, not an object) which render an opponent prone and stunned&lt;br /&gt;
*'''Choke Holds''' and '''Strangling''' which can render an opponent unconscious&lt;br /&gt;
*'''Joint Locks''' and '''Breaking Bones''' which can break limbs&lt;br /&gt;
*'''Shaking''' around by the teeth, after latching on from biting, which can do extra damage or sever body parts&lt;br /&gt;
*'''Gouging''' (eyes, for example) and '''Pinching''' which can damage, destroy, or even sever body parts&lt;br /&gt;
*'''Disarming''' maneuvers which can remove weapons, shields, clothing, or armor from an opponent.&lt;br /&gt;
&lt;br /&gt;
See [[Combat skill]] for more information on other combat skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
While the same wrestling &amp;quot;moves&amp;quot; described here can be used by dwarves in [[Dwarf fortress mode]], it isn't possible to force particular wrestling maneuvers to be used. About all you can do is take away a dwarf's weapons to encourage wrestling and hope that he picks effective wrestling tactics in combat.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, wrestlers are generally unable to kill very effectively, but they may make killing easier for their armed comrades. Unfortunately, the AI is rather unlikely to do some of the more elaborate moves even if they are possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Wrestling in [[Adventure mode]] can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch the menu to wrestling. You can wrestle any enemy, but the effectiveness of your wrestling attempts will be limited by relative size and strength differences. For example, a dwarf is unlikely to be able to throw or choke hold an elephant or dragon.&lt;br /&gt;
&lt;br /&gt;
Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a more elaborate and useful move.&lt;br /&gt;
&lt;br /&gt;
Below are instructions on how to perform various wrestling moves in adventure mode. The player has no way to force the AI to use them in fortress mode, so there are no equivalent instructions for fortress mode.&lt;br /&gt;
&lt;br /&gt;
See [[Status icon]] for a legend of icons used when creatures are prone, thrown, stunned, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Take-down ===&lt;br /&gt;
&lt;br /&gt;
This knocks an opponent to the ground similar to how they fall to the ground when one of their legs is cut off (apart from the loss of limbs, obviously). Once on the ground they'll have to take time to stand back up, or their movement rate will be limited as they try to crawl.&lt;br /&gt;
&lt;br /&gt;
To perform a takedown:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or with some other body part&lt;br /&gt;
#Select {{DFtext|Grab upper body with right upper arm |7:1}} or some other part of the body. If the grab is successful you will see:&lt;br /&gt;
#*{{DFtext| You grab the Xxxx by the upper body with your right upper arm! |3:1}} and you and your opponent's icons will change to indicate that you are wrestling.&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select the same enemy that you grabbed last time.&lt;br /&gt;
#Select {{DFtext|Wrestle using right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Take-down by upper body with right upper arm|3:1}}&lt;br /&gt;
#You will then see one of:&lt;br /&gt;
#*{{DFtext|You take the Xxxxx down by the upper body with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success! The creature's [[status icon]] will change to indicate prone.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's upper body.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the takedown again.&lt;br /&gt;
#*{{DFtext|The Xxxxx breaks the grip of Your right upper arm from The Xxxxx's upper body!|5:1}}&amp;lt;br/&amp;gt;Bigger failure. You have completely lost your grip on your opponent and will have to start over from the beginning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
&lt;br /&gt;
You perform a throw the same way as a take-down, using the same procedure as above, except that you select {{DFtext|Throw by x with y|3:1}} when the option presents itself. A throw will cause an opponent to become stunned and prone, with the possibility of throwing them back a certain distance (depending on your strength and relative size). However, it is more difficult to successfully throw a creature than it is to perform a take-down on one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chokehold and strangling ===&lt;br /&gt;
&lt;br /&gt;
Choke holds can be extremely effective, if you can pull them off. A choke hold will cause an opponent to become unconscious making it extremely easy to kill them with a followup shot.&lt;br /&gt;
&lt;br /&gt;
To perform a choke hold:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or some other body part&lt;br /&gt;
#Select {{DFtext|Grab '''throat''' with right upper arm|7:1}}. Choking requires grabbing the throat.&lt;br /&gt;
#Assuming the grab is successful, hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the creature&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Choke throat with right upper arm|3:1}}&lt;br /&gt;
#You will then see:&lt;br /&gt;
#*{{DFtext|You place a chokehold on The Xxxxx's throat with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success, so far anyway.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's throat.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the chokehold again.&lt;br /&gt;
#Once in a chokehold, hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} yet again and select the creature&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Strangle throat with right upper arm|3:1}}&lt;br /&gt;
#If successful you will see:&lt;br /&gt;
#*{{DFtext|You strangle Xxxxx's throat!|5:1}}&lt;br /&gt;
#*{{DFtext|The Xxxxx passes out.|6:0}} (not necessarily on the first try)&lt;br /&gt;
#If the creature passes out (some are immune to strangling) the next attack will hit very easily, so followup with a targeted headshot or, if you want to be more gruesome, a bite to the throat. (See below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Joint locks and breaking limbs ===&lt;br /&gt;
&lt;br /&gt;
With some body parts it's possible to put them into joint locks and break them. This works almost exactly like strangling.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab right upper arm with right upper arm|7:1}}&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Lock right shoulder with right upper arm|3:1}}. If successful you will see:&lt;br /&gt;
#*{{DFtext|You lock The Xxxxx's right shoulder with Your right upper arm!|5:1}}&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} yet again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Break right shoulder with right upper arm|3:1}} If successful you will see&lt;br /&gt;
#*{{DFtext|You bend The Xxxxx's right upper arm with Your right upper arm, shattering the right shoulder's bone!|5:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Biting and ripping off body parts ===&lt;br /&gt;
&lt;br /&gt;
When biting a creature you will usually get a message saying {{DFtext|You latch on firmly!|5:1}}. If you have latched on with a bite, you can enter the wrestling menu and shake the creature around with your teeth. This can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
To bite down on and attempt to rip off a body part with your teeth:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} and target an adjacent creature with a '''normal targeted attack'''&lt;br /&gt;
#Select a body part, preferably one you can actually hit&lt;br /&gt;
#Select &amp;quot;bite&amp;quot; as the attack type&lt;br /&gt;
#If the attack hits, you should do some damage and see {{DFtext|You latch on firmly!|5:1}}&lt;br /&gt;
#Once your teeth have latched on to some body part, you can now hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select the creature to enter the wrestling menu.&lt;br /&gt;
#You will now see an option like {{DFtext|Wrestle with upper front tooth|3:1}}. Select that option.&lt;br /&gt;
#Select {{DFtext|Shake &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with upper front tooth|3:1}}&lt;br /&gt;
#This should do some amount of damage ranging from tissue layer damage to ripping the body part completely off. If you bit down on the throat, for example, and were very successful you will see:&lt;br /&gt;
#*{{DFtext|You shake The Xxxxx around by the throat, tearing apart the throat!|3:1}}&lt;br /&gt;
#*{{DFtext|A major artery in the throat has been opened by the attack!|3:1}}&lt;br /&gt;
&lt;br /&gt;
=== Pinching and gouging ===&lt;br /&gt;
&lt;br /&gt;
To pinch or gouge you have to have at least one hand free, meaning that it can't be holding something like a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab head with left hand|7:1}}&lt;br /&gt;
#If this succeeds, use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with left hand|3:1}}&lt;br /&gt;
#Select {{DFtext|Gouge left eye with left hand|3:1}} or {{DFtext|Pinch &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|3:1}}, or whatever seems good. If successful you will see something like:&lt;br /&gt;
#*{{DFtext|You gouge The Xxxxx's left eye with Your left hand, tearing it apart!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Pinching can do anything from tissue damage to severing the body part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disarming ===&lt;br /&gt;
&lt;br /&gt;
To disarm a creature you must have a hand free.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Now, scroll down toward the bottom of the list of body parts and you will see items that you can grab ahold of. Select {{DFtext|Grab &amp;lt;nowiki&amp;gt;&amp;lt;item&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|7:1}}&lt;br /&gt;
#Assuming you hit, press {{k|Shift}}+{{k|I}} (advanced interaction) and scroll through your inventory until you see the item in your left hand listed in red. Select it.&lt;br /&gt;
#Select {{DFtext|a - Gain possession|6:0}}&lt;br /&gt;
#If successful you will now have sole possession of the item in your left hand. You may now do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
You can remove weapons, shields, armor, clothing, or anything that shows up in the list of things to grab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Adventurer_mode#Combat|adventurer mode combat]] for more information on combat in adventure mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Currently most creatures (everything except humans, goblins, elves and dwarves) do not have joints, which means they are immune to joint locks and breaking limbs through wrestling.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wrestling&amp;diff=168462</id>
		<title>v0.34:Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wrestling&amp;diff=168462"/>
		<updated>2012-03-22T23:24:03Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:36, 18 April 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The '''Wrestler''' skill pertains to incapacitating enemies by grabbing ahold of limbs and other body parts. This is distinct from [[Striker]], [[Kicker]], and [[Biter]] which are separate skills that pertain to punching, scratching, kicking, and biting attacks respectively. Note that the skill for [[Thrower]] is used for throwing miscellaneous objects at creatures, not throwing the opponents themselves.&lt;br /&gt;
&lt;br /&gt;
While striking and kicking are basic one-shot attacks like weapon attacks, biting can be used in conjunction with wrestling even though it uses a different skill to determine if the bite &amp;quot;hits&amp;quot; (see [[#Biting and Ripping Off Body Parts|Biting and Ripping Off Body Parts]] below).&lt;br /&gt;
&lt;br /&gt;
Wrestling maneuvers include:&lt;br /&gt;
*'''Take-down''' maneuvers that render an opponent prone&lt;br /&gt;
*'''Throws''' (as in throwing a creature, not an object) which render an opponent prone and stunned&lt;br /&gt;
*'''Choke Holds''' and '''Strangling''' which can render an opponent unconscious&lt;br /&gt;
*'''Joint Locks''' and '''Breaking Bones''' which can break limbs&lt;br /&gt;
*'''Shaking''' around by the teeth, after latching on from biting, which can do extra damage or sever body parts&lt;br /&gt;
*'''Gouging''' (eyes, for example) and '''Pinching''' which can damage, destroy, or even sever body parts&lt;br /&gt;
*'''Disarming''' maneuvers which can remove weapons, shields, clothing, or armor from an opponent.&lt;br /&gt;
&lt;br /&gt;
See [[Combat skill]] for more information on other combat skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
While the same wrestling &amp;quot;moves&amp;quot; described here can be used by dwarves in [[Dwarf fortress mode]], it isn't possible to force particular wrestling maneuvers to be used. About all you can do is take away a dwarf's weapons to encourage wrestling and hope that he picks effective wrestling tactics in combat.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, wrestlers are generally unable to kill very effectively, but they may make killing easier for their armed comrades. Unfortunately, the AI is rather unlikely to do some of the more elaborate moves even if they are possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Wrestling in [[Adventure mode]] can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch the menu to wrestling. You can wrestle any enemy, but the effectiveness of your wrestling attempts will be limited by relative size and strength differences. For example, a dwarf is unlikely to be able to throw or choke hold an elephant or dragon.&lt;br /&gt;
&lt;br /&gt;
Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a more elaborate and useful move.&lt;br /&gt;
&lt;br /&gt;
Below are instructions on how to perform various wrestling moves in adventure mode. The player has no way to force the AI to use them in fortress mode, so there are no equivalent instructions for fortress mode.&lt;br /&gt;
&lt;br /&gt;
See [[Status icon]] for a legend of icons used when creatures are prone, thrown, stunned, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Take-down ===&lt;br /&gt;
&lt;br /&gt;
This knocks an opponent to the ground similar to how they fall to the ground when one of their legs is cut off (apart from the loss of limbs, obviously). Once on the ground they'll have to take time to stand back up, or their movement rate will be limited as they try to crawl.&lt;br /&gt;
&lt;br /&gt;
To perform a takedown:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or with some other body part&lt;br /&gt;
#Select {{DFtext|Grab upper body with right upper arm |7:1}} or some other part of the body. If the grab is successful you will see:&lt;br /&gt;
#*{{DFtext| You grab the Xxxx by the upper body with your right upper arm! |3:1}} and you and your opponent's icons will change to indicate that you are wrestling.&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select the same enemy that you grabbed last time.&lt;br /&gt;
#Select {{DFtext|Wrestle using right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Take-down by upper body with right upper arm|3:1}}&lt;br /&gt;
#You will then see one of:&lt;br /&gt;
#*{{DFtext|You take the Xxxxx down by the upper body with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success! The creature's [[status icon]] will change to indicate prone.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's upper body.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the takedown again.&lt;br /&gt;
#*{{DFtext|The Xxxxx breaks the grip of Your right upper arm from The Xxxxx's upper body!|5:1}}&amp;lt;br/&amp;gt;Bigger failure. You have completely lost your grip on your opponent and will have to start over from the beginning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
&lt;br /&gt;
You perform a throw the same way as a take-down, using the same procedure as above, except that you select {{DFtext|Throw by x with y|3:1}} when the option presents itself. A throw will cause an opponent to become stunned and prone, with the possibility of throwing them back a certain distance (depending on your strength and relative size). However, it is more difficult to successfully throw a creature than it is to perform a take-down on one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chokehold and strangling ===&lt;br /&gt;
&lt;br /&gt;
Choke holds can be extremely effective, if you can pull them off. A choke hold will cause an opponent to become unconscious making it extremely easy to kill them with a followup shot.&lt;br /&gt;
&lt;br /&gt;
To perform a choke hold:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or some other body part&lt;br /&gt;
#Select {{DFtext|Grab '''throat''' with right upper arm|7:1}}. Choking requires grabbing the throat.&lt;br /&gt;
#Assuming the grab is successful, hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the creature&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Choke throat with right upper arm|3:1}}&lt;br /&gt;
#You will then see:&lt;br /&gt;
#*{{DFtext|You place a chokehold on The Xxxxx's throat with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success, so far anyway.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's throat.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the chokehold again.&lt;br /&gt;
#Once in a chokehold, hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} yet again and select the creature&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Strangle throat with right upper arm|3:1}}&lt;br /&gt;
#If successful you will see:&lt;br /&gt;
#*{{DFtext|You strangle Xxxxx's throat!|5:1}}&lt;br /&gt;
#*{{DFtext|The Xxxxx passes out.|6:0}} (not necessarily on the first try)&lt;br /&gt;
#If the creature passes out (some are immune to strangling) the next attack will hit very easily, so followup with a targeted headshot or, if you want to be more gruesome, a bite to the throat. (See below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Joint locks and breaking limbs ===&lt;br /&gt;
&lt;br /&gt;
With some body parts it's possible to put them into joint locks and break them. This works almost exactly like strangling.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab right upper arm with right upper arm|7:1}}&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Lock right shoulder with right upper arm|3:1}}. If successful you will see:&lt;br /&gt;
#*{{DFtext|You lock The Xxxxx's right shoulder with Your right upper arm!|5:1}}&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} yet again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Break right shoulder with right upper arm|3:1}} If successful you will see&lt;br /&gt;
#*{{DFtext|You bend The Xxxxx's right upper arm with Your right upper arm, shattering the right shoulder's bone!|5:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Biting and ripping off body parts ===&lt;br /&gt;
&lt;br /&gt;
When biting a creature you will usually get a message saying {{DFtext|You latch on firmly!|5:1}}. If you have latched on with a bite, you can enter the wrestling menu and shake the creature around with your teeth. This can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
To bite down on and attempt to rip off a body part with your teeth:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} and target an adjacent creature with a '''normal targeted attack'''&lt;br /&gt;
#Select a body part, preferably one you can actually hit&lt;br /&gt;
#Select &amp;quot;bite&amp;quot; as the attack type&lt;br /&gt;
#If the attack hits, you should do some damage and see {{DFtext|You latch on firmly!|5:1}}&lt;br /&gt;
#Once your teeth have latched on to some body part, you can now hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select the creature to enter the wrestling menu.&lt;br /&gt;
#You will now see an option like {{DFtext|Wrestle with upper front tooth|3:1}}. Select that option.&lt;br /&gt;
#Select {{DFtext|Shake &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with upper front tooth|3:1}}&lt;br /&gt;
#This should do some amount of damage ranging from tissue layer damage to ripping the body part completely off. If you bit down on the throat, for example, and were very successful you will see:&lt;br /&gt;
#*{{DFtext|You shake The Xxxxx around by the throat, tearing apart the throat!|3:1}}&lt;br /&gt;
#*{{DFtext|A major artery in the throat has been opened by the attack!|3:1}}&lt;br /&gt;
&lt;br /&gt;
=== Pinching and gouging ===&lt;br /&gt;
&lt;br /&gt;
To pinch or gouge you have to have at least one hand free, meaning that it can't be holding something like a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab head with left hand|7:1}}&lt;br /&gt;
#If this succeeds, use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with left hand|3:1}}&lt;br /&gt;
#Select {{DFtext|Gouge left eye with left hand|3:1}} or {{DFtext|Pinch &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|3:1}}, or whatever seems good. If successful you will see something like:&lt;br /&gt;
#*{{DFtext|You gouge The Xxxxx's left eye with Your left hand, tearing it apart!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Pinching can do anything from tissue damage to severing the body part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disarming ===&lt;br /&gt;
&lt;br /&gt;
To disarm a creature you must have a hand free.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Now, scroll down toward the bottom of the list of body parts and you will see items that you can grab ahold of. Select {{DFtext|Grab &amp;lt;nowiki&amp;gt;&amp;lt;item&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|7:1}}&lt;br /&gt;
#Assuming you hit, press {{k|Shift}}+{{k|I}} (advanced interaction) and scroll through your inventory until you see the item in your left hand listed in red. Select it.&lt;br /&gt;
#Select {{DFtext|a - Gain possession|6:0}}&lt;br /&gt;
#If successful you will now have sole possession of the item in your left hand. You may now do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
You can remove weapons, shields, armor, clothing, or anything that shows up in the list of things to grab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Adventurer_mode#Combat|adventurer mode combat]] for more information on combat in adventure mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Currently non-humanoids do not have joints, which means they are immune to joint locks and breaking limbs through wrestling.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=168316</id>
		<title>v0.34:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=168316"/>
		<updated>2012-03-20T19:25:13Z</updated>

		<summary type="html">&lt;p&gt;LackofCertainty: /* Weapon Material Quality */  Added Glass Stats to the table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either [[combat]] or specific [[labor]]s, or natural weapons like fists, horns and [[syndrome|breath attacks]] used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do we really need to use top-level headings? --&amp;gt;&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in [[Dwarf fortress mode|Fortress Mode]]. For notes on how to create weapons see [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. &lt;br /&gt;
**Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute (item being rarer than Common in the entity file) must be either imported by either [[trade]]rs or [[invader]]s, or acquired from [[strange mood]]s. &lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a [[bone]] spear, for example, a fey [[bone carver]] may produce one from a single [[rainbow trout]] bone.&lt;br /&gt;
*Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. &amp;lt;s&amp;gt;All&amp;lt;/s&amp;gt; Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
*The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
*The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
*The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
[[hunter|Hunters]], [[wood cutter|Woodcutters]] and [[miner|Miners]] use weapons for their [[labor|work]] and if need be will also [[combat|fight]] using them. Hunters seem to be limited to [[crossbow|crossbows]] while miners and woodcutters use [[pick|picks]] and [[battle axe|axes]] respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Weapons==&lt;br /&gt;
&lt;br /&gt;
All training weapons must be made of [[Wood|wood]] at the [[Carpenter's workshop|carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a [[Strange mood|strange mood]], out of any material. They may also be acquired from other races through trade or looting. [[Elf|Elves]] construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make. &lt;br /&gt;
&lt;br /&gt;
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], Goblin, Human, [[Kobold]]&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons and Size==&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness, so not all dwarves can use all weapons. The following table shows approximately how many dwarves can use each weapon one or two handed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battle Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pick&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Spear&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Great Axe&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Halberd&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dagger (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49&lt;br /&gt;
| 7/49&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Morningstar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pike&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579&lt;br /&gt;
&lt;br /&gt;
==Quality Level==&lt;br /&gt;
Weapons have a to-hit bonus based on quality.&lt;br /&gt;
{{v0.31:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Material Quality==&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes= &amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=?|mp=NONE(burn at 10250)|val=3|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=?|impactfracture=?|impactelasticity=?|shearyield=?|shearfracture=?|shearelasticity=?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal Glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=NONE(burn at 10250)|val=10|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear Glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=NONE(burn at 10250)|val=5|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green Glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=NONE(burn at 10250)|val=2|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explanations!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. &lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross refrencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
==Arena Testing==&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the [[silver]] war hammer.&lt;br /&gt;
Even in 15x(steel armor+silver war hammer) versus 15x(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted - axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition [[stockpile]]s, sometimes in quivers. Ammunition may also refer to the [[stone]]s and [[ballista]] arrows fired from siege engines: For more information about these weapons, see the [[siege engine]] article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGE&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Craftable&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Crossbowman&lt;br /&gt;
| Yes ([[Weaponsmith|metal]], [[Wood crafter|wood]], [[Bone carver|bone]])&lt;br /&gt;
| [[Dwarf]], [[Goblin]], [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Bowman&lt;br /&gt;
| No&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon-Dwarf Relationships==&lt;br /&gt;
Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later.  &lt;br /&gt;
&lt;br /&gt;
In addition, the game tracks kills not only by entity but also by weapon.  A weapon that has racked up enough kills might be named by its wielder.  When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern.  Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various [[syndrome]] delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the [[syndrome]] page. For specific information on breath weapons, see the [[Syndrome#Breath_attacks|breath attacks]] section of the syndrome page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
*Equipping weapons/armor on military is erratic{{Bug|535}}&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;/div&gt;</summary>
		<author><name>LackofCertainty</name></author>
	</entry>
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